How to beef up concussive

By Pygmyrhino990, in Star Wars: Edge of the Empire RPG

So from what I understand, concussive is the ultimate "suck my ****" of eote/fad/aor. If anyone has played mtg it's like playing mono blue control. So by staggering my opponent enough times I can keep them down eternally. Now weighted head is good and all but on any regular brawl/melee weapon it just takes too long to kill them. Since i'm going to be the DPS of my party, I need, well, DPS. Our GM has allowed us one special item and I stumbled upon the repulsor fist. Whilst not a weapon, it the most overpowered piece of equipment I have ever seen. It runs as follows:

Damage: 8

Crit: 3

Concussive: 1, Slow firing 2

Now what you notice is it doesn't have hard points so I can't mod it separately. In my campaign, I assume the role of a Besalisk Armourer. Originally from the homeworld working under a hutt weapons manufactory until it became non-profitable and we were abandoned on an orbiting space station. Being a Besalisk I have 4 arms, but since I can only have 1 special item, I only get 1 Repulsor fist. What I want to do though, is equip Refined Cortosis Gauntlets over all my arms which I can then mod for weighted head. The aim is to keep my opponent subdued forever.

Now I ask you, community of fantasy flight, is there a way to beef up my concussive rating even higher?, can having 4 arms grant me additional attacks each turn? will I drive my GM into insanity? Is the repulsor fist too overpowered? how do I manage more than 1 opponent to keep them both subdued? Can I get linked on it and do a hulkbuster suit style 'go to sleep, go to sleep...'?

Edited by Pygmyrhino990

just keep crafting ranged weapons until you get both concussive and autofire then gg

Not Concussive, but if you're looking for ridiculous items there's cybernetic shock-claws in Beyond The Rim. Stun 12, Slow-Firing 1. That's Stun 12, not 12 Stun Damage, so it blows straight through soak. Two hits and you've downed a Rancor.

You should be able to attack with 2 melee weapons per 2 weapon fighting rules. Up to the GM if he allows more than 2 weapon fighting for 4 armed species though.

GM's call on all your questions. You need to ask their approval. None of what you ask has a RAW answer, and none of our opinions matter. Talk to your GM.

Edited by 2P51

My question is: 'Why would you want to?'

Unless you are trying to capture people it seems like the whole net effect is to just slow down the fight. Yeah, you can stun the crap out of people and annoy the GM, but if you just get a vibroaxe the fight will just be done in one hit.

What is wrong with a weapon that with brawl gives +3 cortosis gloves +weighted head.

This gives you quite a suite of options to use in combat.

Compare with a heavy blaster pistol which does 7 dmg and that is it. With a 4 Brawn , which is not unreasonable for a brawler you have 7 dmg, disorient 1 , concussive, knockdown and the option of stun damage. So what is wrong with Heavy Blaster damage. It can also be boosted by a number of talents which boost brawl damage

Talk the Talk add streetwise ranks

Pressure point Add medicine ranks and bypass soak.

martial grace add Coordination ranks for 2 strain

Feral strength add 1 per rank

If you are force sensitive add force dice to the roll via enhance

And while it can be used with ay combat skill - deadly accuracy adds the skills own ranks to damage.

Brawl has the easiest job of all combat skilks to increase damage

Honestly, I would just go for some blunt weapons with Concussive 1 with one or two hard points.

The best option is crafting if you have the Mechanics for it. It is difficult to get Concussive on a weapon due to the two Triumphs required, but you can try very cheaply until you succeed. Notably, the shield gets four hard points so you could get the weighted head and a couple other attachments, or maybe just a balanced hilt. Heck, you could probably even make two eventually that would have Paired and Superior. With that set, three advantage on your attack would leave the opponent unable to take an action for four rounds. At that point, Force forbid you get another good attack in. Who cares if you don't deal any damage to the rancor at that point, the big beast is barred from actually doing anything! Do note that a ranged weapon trying to pull that off with auto-fire is going to rewuire significantly more advantages to get that much Concussive. The worst case for these Concussive 2 melee weapons requires as much advantage as the best case for auto-fire (which includes Jury-Rigged ranks). For added points, you can also Pair other weapons for Ensnare and similar effects. Ensnare would actually be pretty nasty with this, since they couldn't take the actions to remove it. Who cares about soak?

You could put a weighted head on an electro-staff brawn+5/6 with linked and concussive should turn most things into paste.

If you choose the right specialization you shouldnt have trouble with Melee or Brawl damage

Firstly let me say that having a high brawn is a must because few weapons have fixed damage unlike ranged. The best exception to this is probably the Morgukai Cortosis Staff, which is the melee equivalent of a lightsaber. So for someone working with low brawn you will want this (or more likely use ranged). Base damage 8 and breach allowing you to ignore soak up to 10. Very rare, illegal and actually not necessarily the best melee option as your Brawn goes up, but for outright flat damage is one of the best.

A similar weapon is the Force pike Brawn +3 so can match Staff above with Brawn 5 , has pierce 2 as opposed to breach, but can be equipped with a monomolecular edge to get pierce to 4, has the advantage of a stun setting and can also have a balanced hilt . So with Brawn 4 has dmg 7 , pierce 4 crit 1 accurate 2 , stun setting, which means against soak 4 or better targets its probably better than the cortosis staff because of the accuracy. Isnt rare and isn t illegal and costs less tha half the morgukai cortosis staff, although can be sundered bya lightsaber.

Other vibro weapons have similar stats , but have vicious so its often not so much the damage you look at but how much vicious they have so that you can boost those crits over 100 for devastating hits.

Brawl is a more tactical beast what it lacks in damage it makes up in options debuff your opponent with simple brass knuckles to give them a 3 round setback, note you only need a succesful hit not necessarily damage. But if you need damage you want talents that let you boost the check or the result.

Maurauder has Frenzied attack and feral strengh

Infiltrator has Cunning Blow, Frenzied attack and Feral Strenghtt

Enforcer has Walk the Walk for those streetwise dirty blows

Martial Artist has Martial Grace and can select from a number of different levels of critical hits rather than take the random result. Want to stop a person parrying /dodging etc just stop them from being able to spend strain

Aggressor has lots of ways to disorient and gains additional damage for hitting you while you are

Warden and Aggressor have enhance which is slightly better than upgrading a green to a yellow and whatever result you get can add damage or advantage ,

The doctors pressure point is perhaps the cheesiest for them all, but it can turn you into a combat behemoth because it just bypasses armor completely and hits strain directly. So with no weapon your minimum damage could be 10 ignoring soak, two hits like that will drop most humanoids, and also combines with all of the above specs talents to add extra damage (just no weapons at all even brawl)

If its DPS you want you will never beat someone who wants to game the system with a juryrigged autofire weapon, but outside of that melee and brawl (with the right talents) will outdamage ranged, albeit lightsabers are the pinnacle but other than deadly accuracy I cant think of a talent offhand that lets you add damage to lightsabers (making a maurauder with a Morgukai Staff able to outdo them in base because of feral strenght)

everyone saying to dabble into melee and ranged heavy I think you've all forgotten that i'm trying to stay as a brawl character. In the past I've played wookie marauder/doctor and that was fun until it got wickedly broken. I'm playing from scratch, from character gen, and the only bonus things I have is the repulsor fist and 1 rank in mechanics. What I'm looking for is anything that strictly adds concussive to brawl weapons. So far the only attachment/modification I've found is weighted head.

15 minutes ago, Pygmyrhino990 said:

everyone saying to dabble into melee and ranged heavy I think you've all forgotten that i'm trying to stay as a brawl character. In the past I've played wookie marauder/doctor and that was fun until it got wickedly broken . I'm playing from scratch, from character gen, and the only bonus things I have is the repulsor fist and 1 rank in mechanics. What I'm looking for is anything that strictly adds concussive to brawl weapons. So far the only attachment/modification I've found is weighted head.

If something becoming broken ruined the fun once, then I don't suggest being so quick to try to find a way to do it again. Concussive is very strong, and the Repulsor First along with weighted head on the gauntlets is already plenty. Do you really need more?

3 hours ago, Pygmyrhino990 said:

everyone saying to dabble into melee and ranged heavy I think you've all forgotten that i'm trying to stay as a brawl character. In the past I've played wookie marauder/doctor and that was fun until it got wickedly broken. I'm playing from scratch, from character gen, and the only bonus things I have is the repulsor fist and 1 rank in mechanics. What I'm looking for is anything that strictly adds concussive to brawl weapons. So far the only attachment/modification I've found is weighted head.

Then why in the **** are you trying to make another broken build?

21 hours ago, Talkie Toaster said:

Not Concussive, but if you're looking for ridiculous items there's cybernetic shock-claws in Beyond The Rim. Stun 12, Slow-Firing 1. That's Stun 12, not 12 Stun Damage, so it blows straight through soak. Two hits and you've downed a Rancor.

They can only be used "once every two rounds or so" though, and a despair on the check causes them to overload, breaking them and dealing the wielder 10 strain.

Not the safest option.

Backhand Shock Gloves are your friend, then. They are a Brawl weapon with Slow-Firing 1 (so use them when you aren't using your repulsive Fist) and Concussive 1, plus enough hard points to get Weighted Head without Tinkerer. Brawl-based Concussive 2! And since you have two pairs of arms, you can wear two pairs for near-constant use.

Do note that all options might not be available from the start. The BSGs cost 2000 credits, but it is kind of a recurring theme in Edge of the Empire to be working up to these kinds of purchases. Fortunately, Special Modifications tells us that mods do in general transfer, so you can apply a Weighted Head to maybe a cheap Melee weapon (when your skills and talents for using Brawl haven't been obtained) and ensure you succeed on the mods before finding and obtaining your backhand shock gloves.

21 hours ago, Pygmyrhino990 said:

everyone saying to dabble into melee and ranged heavy I think you've all forgotten that i'm trying to stay as a brawl character. In the past I've played wookie marauder/doctor and that was fun until it got wickedly broken. I'm playing from scratch, from character gen, and the only bonus things I have is the repulsor fist and 1 rank in mechanics. What I'm looking for is anything that strictly adds concussive to brawl weapons. So far the only attachment/modification I've found is weighted head.

Quite frankly, if you are trying to play something broken then I really hope your GM reads this. He is the one who makes your opponents so he should give them this talent:

Wheaton Rule

Every time the a player tries to break the system, they fail, and take a Maimed crit to a random limb from a completely random event.

Play against the opponents in the game, not the game system.